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Coopmap Ihavenoname [message #447809] Mon, 23 May 2011 05:29 Go to next message
renalpha is currently offline  renalpha
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Its a wip.

index.php?t=getfile&id=13439&private=0

index.php?t=getfile&id=13440&private=0


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Coopmap Ihavenoname [message #447810 is a reply to message #447809] Mon, 23 May 2011 05:30 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Nice Smile

Looks like this will be a fun mission to play Smile


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Re: Coopmap Ihavenoname [message #447813 is a reply to message #447809] Mon, 23 May 2011 05:54 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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tiberiumfield in centerindex.php?t=getfile&id=13442&private=0
  • Attachment: coopmap2.png
    (Size: 199.46KB, Downloaded 240 times)


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

[Updated on: Mon, 23 May 2011 05:54]

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Re: Coopmap Ihavenoname [message #447814 is a reply to message #447809] Mon, 23 May 2011 06:02 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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GDI baseindex.php?t=getfile&id=13443&private=0
  • Attachment: coopmap3.png
    (Size: 219.19KB, Downloaded 248 times)


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Coopmap Ihavenoname [message #447819 is a reply to message #447809] Mon, 23 May 2011 06:21 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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civillian terrain and a ridge where gdi soldiers can guard that areaindex.php?t=getfile&id=13444&private=0
  • Attachment: coopmap4.png
    (Size: 197.80KB, Downloaded 244 times)


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Coopmap Ihavenoname [message #447823 is a reply to message #447809] Mon, 23 May 2011 06:30 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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index.php?t=getfile&id=13445&private=0

powerplant
  • Attachment: coopmap5.png
    (Size: 174.88KB, Downloaded 222 times)


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Coopmap Ihavenoname [message #447825 is a reply to message #447809] Mon, 23 May 2011 07:26 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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how are you gonna implement the checkpoint logic?

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Re: Coopmap Ihavenoname [message #447826 is a reply to message #447825] Mon, 23 May 2011 07:36 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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iRANian wrote on Mon, 23 May 2011 16:26

how are you gonna implement the checkpoint logic?

tbh
i have no clue yet...


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Coopmap Ihavenoname [message #447832 is a reply to message #447809] Mon, 23 May 2011 08:07 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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I've got an idea how to do that with a teleporter, simular way i did it for MCV Escort map in APB, except this will have more checkpoints.

Edit: Somethig like this will work:

void z_jret_CheckpointControl::Created(GameObject *obj)
{
	Commands->Enable_HUD_Pokable_Indicator(obj, true);
	PokerGuy = 0;
	AllowPoke = true;
	Check1Locked = true;
	Check2Locked = true;
	Check3Locked = true;
	Check4Locked = true;
	Check5Locked = true;
	Check6Locked = true;
}
void z_jret_CheckpointControl::Poked(GameObject *obj, GameObject *poker)
{
	if (AllowPoke)
	{
		Commands->Enable_HUD_Pokable_Indicator(obj, false);
		AllowPoke = false;
		PokerGuy = poker;
		if (Check1Locked == false)
		{
			Commands->Start_Timer(obj,this,0.0f,101);//teleport the guy
		}
		else if (Check2Locked == false)
		{
			Commands->Start_Timer(obj,this,0.0f,102);//teleport the guy
		}
		else if (Check3Locked == false)
		{
			Commands->Start_Timer(obj,this,0.0f,103);//teleport the guy
		}
		else if (Check4Locked == false)
		{
			Commands->Start_Timer(obj,this,0.0f,104);//teleport the guy
		}
		else if (Check5Locked == false)
		{
			Commands->Start_Timer(obj,this,0.0f,105);//teleport the guy
		}
		else if (Check6Locked == false)
		{
			Commands->Start_Timer(obj,this,0.0f,106);//teleport the guy
		}
		else
		{
			Send_Message(104,234,40,"Access Denied");
			Commands->Create_2D_WAV_Sound("accessdenied.wav");
		}
		Commands->Start_Timer(obj,this,2.0f,107);//allowpoke true
	}
}
void z_jret_CheckpointControl::Timer_Expired(GameObject *obj, int number)
{
	if (number == 101)
	{
		Send_Message_Player(PokerGuy,104,234,40,"Access Granted");
		Create_2D_WAV_Sound_Player(PokerGuy,"accessgranted.wav");
		int random = Commands->Get_Random_Int(1,3);
		int cp1id1 = 1234;
		int cp1id2 = 1234;
		int cp1id3 = 1234;
		GameObject *gotoObjectcp1id1 = Commands->Find_Object(cp1id1);	
		GameObject *gotoObjectcp1id2 = Commands->Find_Object(cp1id2);	
		GameObject *gotoObjectcp1id3 = Commands->Find_Object(cp1id3);
		Vector3 gotoLocationcp1id1 = Commands->Get_Position(gotoObjectcp1id1);	
		Vector3 gotoLocationcp1id2 = Commands->Get_Position(gotoObjectcp1id2);	
		Vector3 gotoLocationcp1id3 = Commands->Get_Position(gotoObjectcp1id3);
		if (random == 1)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp1id1);
		}
		else if (random == 2)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp1id2);
		}
		else if (random == 3)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp1id3);
		}
	}
	else if (number == 102)
	{
		Send_Message_Player(PokerGuy,104,234,40,"Access Granted");
		Create_2D_WAV_Sound_Player(PokerGuy,"accessgranted.wav");
		int random = Commands->Get_Random_Int(1,3);
		int cp2id1 = 1234;
		int cp2id2 = 1234;
		int cp2id3 = 1234;
		GameObject *gotoObjectcp2id1 = Commands->Find_Object(cp2id1);	
		GameObject *gotoObjectcp2id2 = Commands->Find_Object(cp2id2);	
		GameObject *gotoObjectcp2id3 = Commands->Find_Object(cp2id3);
		Vector3 gotoLocationcp2id1 = Commands->Get_Position(gotoObjectcp2id1);	
		Vector3 gotoLocationcp2id2 = Commands->Get_Position(gotoObjectcp2id2);	
		Vector3 gotoLocationcp2id3 = Commands->Get_Position(gotoObjectcp2id3);
		if (random == 1)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp2id1);
		}
		else if (random == 2)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp2id2);
		}
		else if (random == 3)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp2id3);
		}
	}
	else if (number == 103)
	{
		Send_Message_Player(PokerGuy,104,234,40,"Access Granted");
		Create_2D_WAV_Sound_Player(PokerGuy,"accessgranted.wav");
		int random = Commands->Get_Random_Int(1,3);
		int cp3id1 = 1234;
		int cp3id2 = 1234;
		int cp3id3 = 1234;
		GameObject *gotoObjectcp3id1 = Commands->Find_Object(cp3id1);	
		GameObject *gotoObjectcp3id2 = Commands->Find_Object(cp3id2);	
		GameObject *gotoObjectcp3id3 = Commands->Find_Object(cp3id3);
		Vector3 gotoLocationcp3id1 = Commands->Get_Position(gotoObjectcp3id1);	
		Vector3 gotoLocationcp3id2 = Commands->Get_Position(gotoObjectcp3id2);	
		Vector3 gotoLocationcp3id3 = Commands->Get_Position(gotoObjectcp3id3);
		if (random == 1)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp3id1);
		}
		else if (random == 2)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp3id2);
		}
		else if (random == 3)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp3id3);
		}
	}
	else if (number == 104)
	{
		Send_Message_Player(PokerGuy,104,234,40,"Access Granted");
		Create_2D_WAV_Sound_Player(PokerGuy,"accessgranted.wav");
		int random = Commands->Get_Random_Int(1,3);
		int cp4id1 = 1234;
		int cp4id2 = 1234;
		int cp4id3 = 1234;
		GameObject *gotoObjectcp4id1 = Commands->Find_Object(cp4id1);	
		GameObject *gotoObjectcp4id2 = Commands->Find_Object(cp4id2);	
		GameObject *gotoObjectcp4id3 = Commands->Find_Object(cp4id3);
		Vector3 gotoLocationcp4id1 = Commands->Get_Position(gotoObjectcp4id1);	
		Vector3 gotoLocationcp4id2 = Commands->Get_Position(gotoObjectcp4id2);	
		Vector3 gotoLocationcp4id3 = Commands->Get_Position(gotoObjectcp4id3);
		if (random == 1)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp4id1);
		}
		else if (random == 2)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp4id2);
		}
		else if (random == 3)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp4id3);
		}
	}
	else if (number == 105)
	{
		Send_Message_Player(PokerGuy,104,234,40,"Access Granted");
		Create_2D_WAV_Sound_Player(PokerGuy,"accessgranted.wav");
		int random = Commands->Get_Random_Int(1,3);
		int cp5id1 = 1234;
		int cp5id2 = 1234;
		int cp5id3 = 1234;
		GameObject *gotoObjectcp5id1 = Commands->Find_Object(cp5id1);	
		GameObject *gotoObjectcp5id2 = Commands->Find_Object(cp5id2);	
		GameObject *gotoObjectcp5id3 = Commands->Find_Object(cp5id3);
		Vector3 gotoLocationcp5id1 = Commands->Get_Position(gotoObjectcp5id1);	
		Vector3 gotoLocationcp5id2 = Commands->Get_Position(gotoObjectcp5id2);	
		Vector3 gotoLocationcp5id3 = Commands->Get_Position(gotoObjectcp5id3);
		if (random == 1)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp5id1);
		}
		else if (random == 2)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp5id2);
		}
		else if (random == 3)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp5id3);
		}
	}
	else if (number == 106)
	{
		Send_Message_Player(PokerGuy,104,234,40,"Access Granted");
		Create_2D_WAV_Sound_Player(PokerGuy,"accessgranted.wav");
		int random = Commands->Get_Random_Int(1,3);
		int cp6id1 = 1234;
		int cp6id2 = 1234;
		int cp6id3 = 1234;
		GameObject *gotoObjectcp6id1 = Commands->Find_Object(cp6id1);	
		GameObject *gotoObjectcp6id2 = Commands->Find_Object(cp6id2);	
		GameObject *gotoObjectcp6id3 = Commands->Find_Object(cp6id3);
		Vector3 gotoLocationcp6id1 = Commands->Get_Position(gotoObjectcp6id1);	
		Vector3 gotoLocationcp6id2 = Commands->Get_Position(gotoObjectcp6id2);	
		Vector3 gotoLocationcp6id3 = Commands->Get_Position(gotoObjectcp6id3);
		if (random == 1)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp6id1);
		}
		else if (random == 2)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp6id2);
		}
		else if (random == 3)
		{
			Commands->Set_Position(PokerGuy,gotoLocationcp6id3);
		}
	}
	else if (number == 107)
	{
		AllowPoke = true;
		Commands->Enable_HUD_Pokable_Indicator(obj, true);
	}
}
void z_jret_CheckpointControl::Custom(GameObject *obj, int message, int param, GameObject *sender)
{
	if (message == 1000)
	{
		if (param == 1)
		{
			Check1Locked = false;
			Check2Locked = true;
			Check3Locked = true;
			Check4Locked = true;
			Check5Locked = true;
			Check6Locked = true;
			Send_Message(255,204,0,"Access Granted");
			Send_Message(255,204,0,"Checkpoint One is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint One is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint One is now UNLOCKED.");
			Commands->Create_2D_WAV_Sound("accessgranted.wav");
		}
		else if (param == 2)
		{
			Check1Locked = true;
			Check2Locked = false;
			Check3Locked = true;
			Check4Locked = true;
			Check5Locked = true;
			Check6Locked = true;
			Send_Message(255,204,0,"Access Granted");
			Send_Message(255,204,0,"Checkpoint Two is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint Two is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint Two is now UNLOCKED.");
			Commands->Create_2D_WAV_Sound("accessgranted.wav");
		}
		else if (param == 3)
		{
			Check1Locked = true;
			Check2Locked = true;
			Check3Locked = false;
			Check4Locked = true;
			Check5Locked = true;
			Check6Locked = true;
			Send_Message(255,204,0,"Access Granted");
			Send_Message(255,204,0,"Checkpoint Three is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint Three is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint Three is now UNLOCKED.");
			Commands->Create_2D_WAV_Sound("accessgranted.wav");
		}
		else if (param == 4)
		{
			Check1Locked = true;
			Check2Locked = true;
			Check3Locked = true;
			Check4Locked = false;
			Check5Locked = true;
			Check6Locked = true;
			Send_Message(255,204,0,"Access Granted");
			Send_Message(255,204,0,"Checkpoint Four is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint Four is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint Four is now UNLOCKED.");
			Commands->Create_2D_WAV_Sound("accessgranted.wav");
		}
		else if (param == 5)
		{
			Check1Locked = true;
			Check2Locked = true;
			Check3Locked = true;
			Check4Locked = true;
			Check5Locked = false;
			Check6Locked = true;
			Send_Message(255,204,0,"Access Granted");
			Send_Message(255,204,0,"Checkpoint Five is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint Five is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint Five is now UNLOCKED.");
			Commands->Create_2D_WAV_Sound("accessgranted.wav");
		}
		else if (param == 3)
		{
			Check1Locked = true;
			Check2Locked = true;
			Check3Locked = true;
			Check4Locked = true;
			Check5Locked = true;
			Check6Locked = false;
			Send_Message(255,204,0,"Access Granted");
			Send_Message(255,204,0,"Checkpoint Six is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint Six is now UNLOCKED.");
			Send_Message(255,204,0,"Checkpoint Six is now UNLOCKED.");
			Commands->Create_2D_WAV_Sound("accessgranted.wav");
		}
	}
}


ScriptRegistrant<z_jret_CheckpointControl> z_jret_CheckpointControl_Registrant("z_jret_CheckpointControl","");


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[Updated on: Mon, 23 May 2011 08:22]

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Re: Coopmap Ihavenoname [message #447835 is a reply to message #447809] Mon, 23 May 2011 08:55 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Couldn't you just write a script that destroys all spawners when it receives a custom and creates new spawners objects at the positions from the scripts params? Then you could use a bunch of scripts that send customs and write your own if you need more complex stuff.

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Re: Coopmap Ihavenoname [message #447839 is a reply to message #447809] Mon, 23 May 2011 09:10 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Nope wont work on startup spawners Sad tried Sad

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Re: Coopmap Ihavenoname [message #447840 is a reply to message #447809] Mon, 23 May 2011 09:31 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Really? What functions did you use? Does it work with spawners added later with scripts?

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Scripts 4.0 private beta tester since May 2011.

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Re: Coopmap Ihavenoname [message #447886 is a reply to message #447809] Mon, 23 May 2011 23:51 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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You can't add or remove spawners because they are part of the static level information. If zunnie has done it the way I would do it, he has a single set of spawners in a script zone which is setup to teleport you to one of the 'active' start points.

(Not had time to read through his code snippets yet)


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[Updated on: Mon, 23 May 2011 23:52]

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Re: Coopmap Ihavenoname [message #447889 is a reply to message #447809] Tue, 24 May 2011 00:56 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Yea i could do that too, on zone, but im using a teleport object now which you Poke to get teleported.

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Re: Coopmap Ihavenoname [message #447912 is a reply to message #447809] Tue, 24 May 2011 13:49 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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further progress
index.php?t=getfile&id=13457&private=0
  • Attachment: coopmap6.png
    (Size: 275.72KB, Downloaded 139 times)


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Coopmap Ihavenoname [message #447918 is a reply to message #447809] Tue, 24 May 2011 15:50 Go to previous message
iRANian is currently offline  iRANian
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The layout is starting to shape up pretty well. Big Ups I could program up some code to do the checkpoint stuff and some scripts to make the amount of bots spawned be determined by player count, if you'd like to.

That's a nice way to work around it, danpaul. I was thinking about doing some 'dynamic' spawner logic for a few things, sadly it'll require maps designed for it then. :/


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[Updated on: Tue, 24 May 2011 15:51]

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